I am fairly sure that HtoA will be in production by then. By then you mostly 
likely have blender to arnold as well. I know the guys from Modo and SolidAngle 
are also talking, whether anything comes from that is still to early I would 
suspect.

That being said its not a one to one thing. Arnold is not the same interface in 
Maya and Soft. For this reason our lecturer will mainly be using Mental ray 
again when we start teaching maya. Once she is used to Maya again we can look 
at branching out with the rendering again.  Its going to bugger up the momentum 
we have have built up using Softimage , and currently Softimage and Arnold. We 
however don’t really have a choice.



From: Gerbrand Nel <[email protected]<mailto:[email protected]>>
Reply-To: 
"[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Date: Monday 17 March 2014 at 2:06 PM
To: "[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Subject: Re: Are we being blind choosing Maya over MAX?

I started my 3d career in Max.. just as kinetix took over, so I know I don't 
want to go back there again.
I just wonder if we can predict what crazy announcement AD will make next.
I would love to leave AD far behind me, but I own 2 Arnold licenses, and I've 
grown very attached to them :)
Right now Maya seems like the only good Arnold alternative.
I know we have more than 2 years to decide, but already my clients are asking 
me if we should start new projects in  Maya.
I also don't want to make the transition under pressure, but rather ease myself 
into the painful future that lies ahead.
I would love to just focus my spare time into learning houdini, but as a 
freelancer I need to jump onto whatever bandwagon my clients and freelancers 
around me jump on.
I just get the feeling we assume too much when it comes to AD's plans for our 
future
Remember how "bright" it was just a few months ago
G

On 2014/03/17 12:57 PM, Nicolas Esposito wrote:
The main problem is that who own a license need to decide whether or not switch 
to Max/Maya or just keep your Soft license and go somewhere else.

Max is a dead horse, but regarding archviz project and CAD is still one of the 
most used around, even if the alternatives are quite good.....also in the 
gaming industries I see that is quite used and lots of studios build their own 
custom tools in order to speed up the workflow ( remember the Ubisoft article 
about the custom "gator-like" tool they developed for Far Cry 3? )
Max wont die in the next 5-8 years, but maybe it'll become just an archviz 
addon, just like they treated Softimage as a VFX addon, and they keep pushing 
Maya as the "definitive tool" that'll be the strongest of them all.
If I'll switch I'll probably go with Maya or Houdini, Max is not even an option 
and yes, its so fuggin clunky and damn slow!
Also, don't forget, you need 3000 plugins in order to make it a powerfull tool, 
out of the box its quite crappy.


2014-03-17 11:01 GMT+01:00 Angus Davidson 
<[email protected]<mailto:[email protected]>>:
I think the difference is now there is a potential for a lot of projects to be 
funded which wasn’t really there before. If they close ranks then its a big 
shame, if they don’t they have the potential to do great things. Like the other 
software vendors it has been given a small window of opportunity to make a 
difference in their market share. Whether they use it is up to them.

From: "[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Reply-To: 
"[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Date: Monday 17 March 2014 at 11:45 AM
To: "[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Subject: Re: Are we being blind choosing Maya over MAX?

It’s simple for me.  I investigated Blender whole-heartedly on several 
occasions, and in my opinion, after some months of research/tutorials and 
customization attempts, it’s a jumbled mess, and the developers would rather 
stuff cotton in their ears than address these realities.  The biggest problem 
is facing hoardes of passionate users (who don’t know Softimage like we all 
know it, or even Max or Maya) who swear they know better than your own 18+ year 
professionally trained experience and won’t listen to a word of what you have 
to say, it’s simply not worth the hassle.  I also greatly suspect the 
underlying source code and architecture of Blender is outrageously complicated 
and not worth forking or putting up with in any way.  That said, there are no 
other great open source 3D alternatives that are commercially viable.  That's 
your answer, I’ve tried talking with Blender devs and their user community in 
the past, no thank you sir, you can keep it all to yourself.  I’d be better off 
taking my rudimentary programming skills and coding my own tools from scratch 
than putting up with that scene, it’s quite frankly a much less ridiculous 
notion.

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